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*TTRPGs General
Mundane utility to match magic
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<blockquote data-quote="Indaarys" data-source="post: 9500604" data-attributes="member: 7040941"><p>Easiest thing to do is to just not make magic busted; in other words, kill the darling that says Magic has to be able to solve anything, and design the system accordingly. </p><p></p><p>In Labyrinthian, mages can improvise entirely brand new effects freely, and in fact can even improvise new effects for the handful of written spells in the game. This is balanced out in 3 ways. </p><p></p><p>First, and foremost, Dice mechanics limit the effectiveness of anything you do. You can no more damage than what your dice say, and anything you create will have no more resilience than what your dice say. In other words, no instant kills or impenetrable barriers; this is how the game rules Yes,And you, as the only other limit is up to your playgroups decided upon Game Tone. Eg, you can't pull out Looney Tunes when your group decided on Game of Thrones, and the GM is there to Yes,And edge cases if any should happen to appear.</p><p></p><p>Second, progression is designed such that you cannot focus on just Magic. You will have to engage with the mundane if you want to maximize the characters potential, and this is all part of the fun as now you have a good reason to engage with all the other wonderful things besides Magic. </p><p></p><p>Third, Magic abuse is limited by Corruption mechanics. If you go overboard trying to use Magic for everything, you will effectively kill them in all but name. These Corruptions are, however, a useful boon to dedicated Mages, who will have a number of ways to convert some amount of them into something that enhances their experience as a mage (Imagine purging your own Corruptions as curses on your enemies, or converting them into HP draining Runes you can expend to empower your spellcasting, and so on). </p><p></p><p>But even with these mechanics, you'll only be able to convert so many at a time (or in the Curses case, none at all, so you deal with the drawbacks), so you still can't abuse magic to do everything. </p><p></p><p>What results is a magic system thats basically soft magic, but retains enough structure to function in a tactical combat system, which is lovely, and is what contributed to me reimagining my entire combat system as a Tactical Improv system, which has been a lot of fun to continue iterating on, particularly as I started looking at psionics and summoners/Leaders design.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 9500604, member: 7040941"] Easiest thing to do is to just not make magic busted; in other words, kill the darling that says Magic has to be able to solve anything, and design the system accordingly. In Labyrinthian, mages can improvise entirely brand new effects freely, and in fact can even improvise new effects for the handful of written spells in the game. This is balanced out in 3 ways. First, and foremost, Dice mechanics limit the effectiveness of anything you do. You can no more damage than what your dice say, and anything you create will have no more resilience than what your dice say. In other words, no instant kills or impenetrable barriers; this is how the game rules Yes,And you, as the only other limit is up to your playgroups decided upon Game Tone. Eg, you can't pull out Looney Tunes when your group decided on Game of Thrones, and the GM is there to Yes,And edge cases if any should happen to appear. Second, progression is designed such that you cannot focus on just Magic. You will have to engage with the mundane if you want to maximize the characters potential, and this is all part of the fun as now you have a good reason to engage with all the other wonderful things besides Magic. Third, Magic abuse is limited by Corruption mechanics. If you go overboard trying to use Magic for everything, you will effectively kill them in all but name. These Corruptions are, however, a useful boon to dedicated Mages, who will have a number of ways to convert some amount of them into something that enhances their experience as a mage (Imagine purging your own Corruptions as curses on your enemies, or converting them into HP draining Runes you can expend to empower your spellcasting, and so on). But even with these mechanics, you'll only be able to convert so many at a time (or in the Curses case, none at all, so you deal with the drawbacks), so you still can't abuse magic to do everything. What results is a magic system thats basically soft magic, but retains enough structure to function in a tactical combat system, which is lovely, and is what contributed to me reimagining my entire combat system as a Tactical Improv system, which has been a lot of fun to continue iterating on, particularly as I started looking at psionics and summoners/Leaders design. [/QUOTE]
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